Good question. I'm assuming that if you were to engage in a battle and want to run away, you would have to hit a button combo or have a way to switch to the Trainer so that he could "intimidate" that attacking Pokemon.
Right, maybe something like pushing 2 buttons in rapid succession on attempts to run, and have a little progress bar that you have to fill to have a successful run away.
Instead of running away I guess it would be something like intimidation. Have some sort of variable on the pokemon that you can set to make it "Passive" and uninterested in the trainer and his/her pokemon, for x amount of time I guess.
By the way I'm just proposing suggestions
Most likely there will be an auto lock on. Moves that have 100% accuracy (such as tackle) will have a more precise target/bigger area to target, and low accuracy moves (Horn Drill) would have a very small/lagging lock on system.
I like that idea, but after thinking a little bit, it has some flaws. Maybe not flaws, but issues that deserve to be discussed, at least.
A target would make it tougher to hit small pokemon- If you have a legendary pokemon that is really big (or any pokemon that is really big...), it would be much easier to hit because the sprite would probably be bigger.
If you have to target a pokemon, that would make it difficult to keep up with the "real-time" aspect. Well, maybe not (See: First-Person Shooter games) but I think that this idea in general would result in misses being much more common.
That being said, are those really "bad" things? Or just changes? If they are bad, how can we, I mean "you" (I don't think I'm part of "we", not yet), make it work?
Bigger pokemon being easier targets actually makes logical sense, but does it really need to be implemented? You would have to have some way to balance it so that at least legendary targets aren't easier to hit because of their size... Legends are typically pretty large, but they shouldn't be easier to hit than say, a Rattata. You could modify the code for the target to make it harder to aim or something like that.
If we (you) make the game using targets, how will that effect the real-time aspect, or at least the amount of attacks that will miss? I think it's easy to argue that misses will become much more common with a standard Aim & Shoot target, even with some Lock-On capabilities. Again, is that a bad thing though? I really don't think so. In this type of a game style, attacks will probably occur in more rapid succession, so perhaps a dip in accuracy (because it is determined more by the human than the program) is necessary to help keep this from being a "button-mashing" contest.
I think that hitting a button on the nunchuck while pulling your controller hand backwards would do the job of switching out your Pokemon. Or there could be a "James Bond" pause where your Pokemon becomes a sitting duck while you sort through your other Pokemon/Items.
Interesting concept. Perhaps Z+C and swinging the nunchuck back? I think this will be a pretty basic part of the program/game.
Another question: How much are you trying to make this game vary from the standard pokemon game style? (I know it's a broad question...) Because this sounds like a great game, but not quite the same as a "regular" pokemon game. That's fine, but I just want to know the extent of it. Because I have a few ideas... (Move Combos, anyone? More than 4 moves? Custom moves, if that's possible?)
Again, I'm very interested... Just tell me where I can be used.